public bool CreateStartingPlanet(CampaignFaction faction, SolarSystem system) { if (system.planets.Count == 0) { return false; } system.AddStationToPlanet(system.planets[Random.Range(0, system.planets.Count - 1)], faction); return true; }
void CurrentFactionEndTurn() { currentFactionTurn.canAct = false; int factionIndex = factions.IndexOf(currentFactionTurn); int nextfaction = (factionIndex < factions.Count - 1) ? factionIndex + 1 : 0; currentFactionTurn = factions[nextfaction]; currentFactionTurn.StartNewTurn(); currentFactionTurn.canAct = true; }
public void AddStationToPlanet(Planet planet, CampaignFaction faction) { GameObject stationObject = (GameObject)Instantiate(stationPrefab, planet.transform.position, planet.transform.rotation); stationObject.transform.parent = planet.transform; CampaignStation station = stationObject.GetComponent<CampaignStation>(); faction.AddStation(station); station.planet = planet; planet.SetStation(station); UpdateSolarSystemInfoPlanets(); UpdateSolarSystemInfoFleets(); }
public override void Update(CampaignFaction faction) { if (squadronBuilt == null) { squadronBuilt = station.BuySquadron(squadronToBuild); } if (squadronBuilt != null && squadronBuilt.isBuilt) { SquadronBuilt(this.squadronBuilt); this.objectiveComplete = true; } }
// Use this for initialization void Start() { factions.Add(GameObject.Find("PlayerFaction").GetComponent<CampaignFaction>()); factions.Add(GameObject.Find("ComputerFaction").GetComponent<CampaignFaction>()); foreach (CampaignFaction faction in factions) { faction.EndTurnTrigger += CurrentFactionEndTurn; } currentFactionTurn = factions[0]; currentFactionTurn.canAct = true; }
public override void Update(CampaignFaction faction) { ShipConfiguration config = shipConfigurationManager.shipConfigurations[0]; CampaignSquadron squadron = new CampaignSquadron(); squadron.SetData(config); station.BuySquadron(squadron); squadronsBuilt++; if (squadronsBuilt >= 3) { objectiveComplete = true; } }
public void RemoveFaction(CampaignFaction faction) { _factions.Remove(faction); }
public void AddFaction(CampaignFaction faction) { _factions.Add(faction); }
//used for giving planets to players at start public void SetPlayerFaction() { playerFaction = GameObject.Find("PlayerFaction").GetComponent<CampaignFaction>(); computerFaction = GameObject.Find("ComputerFaction").GetComponent<CampaignFaction>(); }
public virtual void Update(CampaignFaction faction) { }
void Start() { noClickThroughAreas.Add(GUIManager.endTurnButton); player.faction.shipConfigurationManager.shipConfigurationManagerWindow.CloseWindow += CloseWindow; faction = player.faction; factionOverviewWindow = new Window(new Rect(Screen.width / 2 - 300, Screen.height / 2 - 200, 600, 400), 7, "Faction Overview"); factionOverviewWindow.AddTab(DrawFactionOverviewWindow, "Summary"); diplomacyWindow = new Window(new Rect(Screen.width / 2 - 300, Screen.height / 2 - 200, 600, 400), 8, "Diplomacy"); diplomacyWindow.AddTab(DrawDiplomacyWindow, "Summary"); researchWindow = new Window(new Rect(Screen.width / 2 - 300, Screen.height / 2 - 200, 600, 400), 9, "Research"); researchWindow.AddTab(DrawResearchWindow, "Summary"); }
public override void Update(CampaignFaction faction) { }